The story behind the development of Final Fantasy XII is almost as strange and convoluted as a typical Square-Enix RPG. It was first mentioned almost five years ago, when it was revealed that Yasumi Matsuno, director of Ogre Battle and Final Fantasy Tactics, would be sitting in the director's chair for the first time.

In 2003 the first actual media of the game was revealed, promising a fantastic new world filled with history, drama, and warfare, with a more European feel - all elements typical of Matsuno's work, only now applied in the context of the world's most popular RPG series. Hitoshi Sakimoto, composer for such titles as Radiant Silvergun and Vagrant Story (and, oddly enough, Gradius V) would be assuming the role of composer for the first time instead of series stalwart Nobuo Uematsu. It was clear from this point on that Final Fantasy XII would be a very different take on Square's RPG legacy.

Then something happened. We may never know the exact details, but the game went into extended hibernation after its playable showing at E3 2004, remaining conspicuously absent from both TGS later that year and E3 2005. All kinds of rumors were whispered in the silence left by Square, blaming the delay on everything from corporate political maneuvers to the game being retooled for the next-gen Xbox.

When the title finally reemerged in 2005, the main reason cited for its delay was Matsuno coming down with a mysterious illness. Behind the corporate veneer it was said that Matsuno's need for complete control over every aspect of the game was choking the entire staff. But we shall probably never know the truth, as Matsuno has yet to be heard from since his departure from the title.

With such a long and obviously troubled development, FFXII could have gone either way: as a fresh, fun take on a much-loved franchise a la Resident Evil 4, or as a historically disappointing megaton bomb like Daikatana. Patient FF fans have been waiting for years, hoping for an FF experience unlike any other to date, while detractors pointed to the game's development hell as proof that Square had hit its nadir.

So how does the final product stand up? Well, FF fans can breathe a sigh of relief - FFXII is a fantastic RPG that will be fondly remembered as one of the very best on the PS2.

As I'd like to cover various parts of this huge game in detail, I've broken this review into sections.

The visuals of FFXII deserve special mention, simply because they are among the best - if not the best - that have ever been output from the PlayStation 2. While it lacks the sort of high-def shininess found in the latest Xbox 360 offerings, the sheer impact the visuals hold is equal to or better than anything we've yet seen from the next generation. The amount of detail in the surroundings is stunning, and the very wide draw distance lets you see what lies behind, above, and beyond you for many, many metres. The character and enemies boast fantastic designs, along with special spells and attacks that can fill the screen with dazzling light and energy. Throughout all this, the framerate remains constant, only experiencing slowdown in extremely rare circumstances.

Of course, even the best visual technology is worthless when not put to good use. One of the first things you'll notice after diving into FFXII is its breathtaking setting design. The sheer size and scope of the game's locales, particularly the cities, is absolutely amazing. It's always been a bit hard for me to accept a "major city" in RPGs being presented as a place with about 20 NPC residents and 15 buildings in the background (five of which you can actually go into). The cities of FFXII, in stark contrast, feel like actual cities, bustling with culture, life, and activity as the many townspeople go about their daily lives. It's a feeling unlike any other RPG I've yet played.

It's not just the cities, either. Landscapes and dungeons are also designed specifically to convey a mood to the player, be it a dimly-lit mineshaft with broken machinery strewn about, or a misty forest filled with flora and fauna. Many of the outdoor environments change over time, like a sandstorm suddenly washing over the desert plains and clouding your view, or monsoon rain flooding the plains and bringing with it a host of amphibious nasties. The world of Ivalice is wide and varied, filled with a sense of dynamism and intrigue that practically begs you to explore further, if only to see what amazing new sights the game will present you with next.

FFXII makes little use of prerendered CG, with most of the story sequences instead being presented through the use of realtime character models. This is certainly not a complaint, as the character models look fantastic, and the story sequences really show off just how well-done they are. The rather infrequent use of CG is also a nice change of pace for the FF series, which has seen criticism in the past for overuse of CG cinema scenes. With FFXII, Square-Enix proves that realtime story sequences can have just as much emotional impact - if not more - than elaborate CG extravaganzas.

Those who have played the Final Fantasy Tactics titles will immediately be familiar with the style of sound and composition that Hitoshi Sakimoto brings to the table. His music tends to have a grandiose feel of a full orchestra. It's markedly different from Nobuo Uematsu's more varied style of music, but it suits the game perfectly. Uematsu's legacy isn't completely missing, however, as Sakimoto also gives us fantastic new renditions of well-known FF theme music, such as the after-battle fanfare and the much-beloved Chocobo song. Overall, what the soundtrack lacks in variety, it easily makes up for in quality.

Sound effects are equally well done. The harsh clangs of swords against steel and the whoosh of arrows and magic zooming towards their targets mark the sound of battle, and also provides valuable indication of actions going on out of your controlled character's range of sight. Battles and story sequences also feature voice acting for all of the characters. While the voices in the Japanese version are excellent, the Western cast has yet to be announced, so we'll hold judgment on this part of the game until we've heard the dub for ourselves. Knowing Square's efforts in the past, it should be passable at the very least.

Final Fantasy XIIDirect feed gameplay: Vaan and company take a brief stroll through the city of Rabanastre, stopping at the airport to buy an airship ticket to Nalbina Fortress. Check out the beautiful sights both on the ground and in the sky!

4.41m

37MB

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Final Fantasy XIIDirect feed gameplay: This mysterious, mist-filled forest is full of all manner of strange beasts - are they friend or foe?

3.25m

31MB

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Final Fantasy XIIDirect feed gameplay: How do you prove you are worthy to wield summon spells? By defeating the spirits in battle, of course! Ice spirit Mateus waits at the end of this dungeon. Can the team prove their worth?

9.56m

89MB

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Final Fantasy XIIDirect feed gameplay: When it rains, it pours on the Giza Plains. Amphibious nasties are all over the place thanks to the flooding, but the real danger still lurks...

4.42m

43MB

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Final Fantasy XIIDirect feed gameplay: The party has been asked to take out the gigantic Keroberos for a Mob Hunt. This monstrous frog has more than a few nasty tricks up his sleeve!

5.30m

50MB

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Final Fantasy XIIDirect feed gameplay: Venuskala fights dirty by throwing up a magnetic field to severely hamper strikes with metal weapons, but even that can't stop the party from dishing out plenty of pain.

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